TheMissionary wrote:It just took me 45 minutes to take my turn on this map. I could just imagine if I had a set to cash. Has anyone considered the fact that sometimes you won't be able to finish your turn in an hour?

It's a good point... I remember 3 games or so where it took me 35 minutes to run the board...And it was NYC and Forbidden City, I think.... Where the size isn't even close.

TheMissionary wrote:It just took me 45 minutes to take my turn on this map. I could just imagine if I had a set to cash. Has anyone considered the fact that sometimes you won't be able to finish your turn in an hour?

It's a good point... I remember 3 games or so where it took me 35 minutes to run the board...And it was NYC and Forbidden City, I think.... Where the size isn't even close.

Well, I know I spend a lot of time on some of my turns, but I minimize it by planning my strategies (where to attack and where to stop) before hitting the Begin button. I occasionally find the Assault Odds add-on with its Pathfinder feature useful for this, but it is difficult to coordinate multiple attacks through it. (I have opened multiple windows on a single game to try alternatives.)

TheMissionary wrote:It just took me 45 minutes to take my turn on this map. I could just imagine if I had a set to cash. Has anyone considered the fact that sometimes you won't be able to finish your turn in an hour?

It's a good point... I remember 3 games or so where it took me 35 minutes to run the board...And it was NYC and Forbidden City, I think.... Where the size isn't even close.

Well, I know I spend a lot of time on some of my turns, but I minimize it by planning my strategies (where to attack and where to stop) before hitting the Begin button. I occasionally find the Assault Odds add-on with its Pathfinder feature useful for this, but it is difficult to coordinate multiple attacks through it. (I have opened multiple windows on a single game to try alternatives.)

So did I when I played those turns. It was an 8 player game, with all 8 still alive at the beginning of the turn and I just kept cashing till there was none left.

TheMissionary wrote:It just took me 45 minutes to take my turn on this map. I could just imagine if I had a set to cash. Has anyone considered the fact that sometimes you won't be able to finish your turn in an hour?

It's a good point... I remember 3 games or so where it took me 35 minutes to run the board...And it was NYC and Forbidden City, I think.... Where the size isn't even close.

Well, I know I spend a lot of time on some of my turns, but I minimize it by planning my strategies (where to attack and where to stop) before hitting the Begin button. I occasionally find the Assault Odds add-on with its Pathfinder feature useful for this, but it is difficult to coordinate multiple attacks through it. (I have opened multiple windows on a single game to try alternatives.)

So did I when I played those turns. It was an 8 player game, with all 8 still alive at the beginning of the turn and I just kept cashing till there was none left.

Oh, well, it would be difficult to plan that sort of turn. You can't know that you will be able to eliminate each player in turn, and mid-turn deployments will also need thought while the clock is ticking. Seven in one turn, eh? Sounds like Jack the Giant Killer!

Don't know if anyone has posted this or not, but the region with D14 and D15 takes two territories to defend it, whereas every other color of that region you only have to hold a one territory choke point.

TheMissionary wrote:It just took me 45 minutes to take my turn on this map. I could just imagine if I had a set to cash. Has anyone considered the fact that sometimes you won't be able to finish your turn in an hour?

This must be an internet speed issue. I cashed a set of 80+, eliminated someone, cashed again, did the rest of my turn, and was done in under fifteen minutes.

TheMissionary wrote:It just took me 45 minutes to take my turn on this map. I could just imagine if I had a set to cash. Has anyone considered the fact that sometimes you won't be able to finish your turn in an hour?

This must be an internet speed issue. I cashed a set of 80+, eliminated someone, cashed again, did the rest of my turn, and was done in under fifteen minutes.

ATLBravosfan wrote:Don't know if anyone has posted this or not, but the region with D14 and D15 takes two territories to defend it, whereas every other color of that region you only have to hold a one territory choke point.

Actually two other clusers, I1 & H9 also have openings on two tiles.

Thanks Widowmakers, I am exceedingly glad you pushed this map through to completion.

I played a speed game on this earlier with our man AAfitz Game 6319308

This game took us about 45 minutes to complete, most of the time was spent mopping up armies at the end of the game, i think that instead of the middle honeycomb we could have say an objective with 1000 men on it... this would make finishing the game so much quicker and easier. either that or put say 400 armies on it, and then make it a bombardment spot to bombard all territs...

Just a suggestion

The Queen bee - perhaps?!

C.

+1 to that, though i have yet to experience a hunt for the last player. I wouldn't think that it would take more that 2 turns though...

Took like 10 for me…

Although I haven't gotten to try the map out yet, adding bombardment of any kind would put me off the map almost entirely. I have been watching the development of this map because I love classic gameplay without all the bells and whistles some ppl are so fond of (bombardment, i guess really, cuz i've come to like the idea of one way attacks). So for me, as soon as bombardments or an objective are introduced, the map loses a lot of its appeal. I'll probably still try it if that's the case, but to have a map this massive with purely classic gameplay would be worth ten rounds of mop-up to me. That's just my ten cents.

the bombardment would only come into effect to mop up the armies. there would be no way of gaining enough men while contesting the other player to take the spot... it would not ewffect gameplay in any way, just make finishing the game easier.

Well, I had some time on my hands, and with a good programming editor like XEmacs, the XML update for the double digit naming was a breeze. Unfortunately, fileden is running like a pig right now, so I cannot post a link. WM, shall I mail you a copy? I can try fileden again tomorrow.

EDIT: Well, tomorrow has come and gone, and the upload succeeded. Here is the link if you wish to examine it:Hive_revised.xml

ender516 wrote:Well, I had some time on my hands, and with a good programming editor like XEmacs, the XML update for the double digit naming was a breeze. Unfortunately, fileden is running like a pig right now, so I cannot post a link. WM, shall I mail you a copy? I can try fileden again tomorrow.

EDIT: Well, tomorrow has come and gone, and the upload succeeded. Here is the link if you wish to examine it:Hive_revised.xml

Was the only change the addition of leading zeroes?

PS. I like your Blue Meanie avatar

PB: 2661 | He's blue...If he were green he would die | No mod would be stupid enough to do that

ender516 wrote:Well, I had some time on my hands, and with a good programming editor like XEmacs, the XML update for the double digit naming was a breeze. Unfortunately, fileden is running like a pig right now, so I cannot post a link. WM, shall I mail you a copy? I can try fileden again tomorrow.

EDIT: Well, tomorrow has come and gone, and the upload succeeded. Here is the link if you wish to examine it:Hive_revised.xml

Was the only change the addition of leading zeroes?

PS. I like your Blue Meanie avatar

Yes, that is all I changed. Here is the output of the Cygwin diff command applied to what I started with and what I finished with: Hive_diffs.txt. Hopefully, I did not alter the original in the process of getting it to my machine, or my version in the process of putting it up on fileden.

ATLBravosfan wrote:Don't know if anyone has posted this or not, but the region with D14 and D15 takes two territories to defend it, whereas every other color of that region you only have to hold a one territory choke point.

Actually two other clusers, I1 & H9 also have openings on two tiles.

Thanks Widowmakers, I am exceedingly glad you pushed this map through to completion.

I noticed many instances of this, especially with the 3 territory regions. i guess some parts of the map become more desirable to hold...

lackattack wrote:We've expanded the objective to include continents. This will lead to maps with more flexible winning objectives like "hold 60% of the world". For more information about map development, please visit the Map Foundry.

I was hoping that a victory condition of that type could be implemented here.There have been requests for it throughout this thread before the XML update was made. At least you know it's possible.

lackattack wrote:We've expanded the objective to include continents. This will lead to maps with more flexible winning objectives like "hold 60% of the world". For more information about map development, please visit the Map Foundry.

I was hoping that a victory condition of that type could be implemented here.There have been requests for it throughout this thread before the XML update was made. At least you know it's possible.

Assuming it's something that WM would be happy to implement, how much of the map should be required (in terms of territory numbers - there are 350 in total)

PB: 2661 | He's blue...If he were green he would die | No mod would be stupid enough to do that